I’m attempting to connect GameObjects testAttach
to triangle indices in trianglesToAttachTo
on a mesh, name it goMesh. I’ve recognized the triangleIndices I need to connect to from retrieving by way of RaycastHit.triangleIndex
however I appear to run into points like: IndexOutOfRangeException: Index was exterior the bounds of the array.
I’ve tried eradicating the three multiplier, however that results in positions that don’t replicate the chosen triangle positions.
Tremendous fast check script:
public class AttachToFaceMeshEars : MonoBehaviour
{
public GameObject[] testAttach;
public int[] trianglesToAttachTo = { 1604, 1982 };
public GameObject goMesh;
void Replace()
{
Take a look at(goMesh);
}
void Take a look at(GameObject g)
{
for (int i = 0; i < testAttach.Size; i++) AttachTo(g,g.GetComponent<MeshFilter>().mesh, trianglesToAttachTo[i], testAttach[i]);
}
void AttachTo(GameObject goMesh,Mesh mesh,int triangle,GameObject go)
{
int[] tris = mesh.triangles;
Vector3[] vertices = mesh.vertices;
Vector3 p0 = vertices[ 3 * tris[triangle] ];
go.remodel.place = goMesh.remodel.TransformPoint(p0);
}
}
````